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Showing posts with label F-Zero. Show all posts
Showing posts with label F-Zero. Show all posts

Saturday, February 11, 2023

VGM Saturdays Vol. 2. No. 006

I hope you like jazz, synth and battle music, because that's what we got on the menu for this Saturday. Pop in those ear buds or headphones and let the good tunes play. 

Guile's Theme - Street Fighter II (AC) - Mitch Murder

The theme that goes with everything. What could make it even better? A killer synth arranged version by our boy, Mitch Murder. The CPS-II version of Guile's Theme is the one that gets the most recognition and this rendition is played in the same key of said version. If this version of the theme isn't on one of your playlists, something is very wrong with you.

Mute City - F-ZERO (SNES) - Mitch Murder

Another Mitch Murder synth cover? What can I say, I'm a sucker for his work. And anyone that gives Nintendo's forgotten F-ZERO series some love in any way, shape or form is alright by me. There's a key change at the two minute mark and Mitch even put another tune in this one.

Steam Gardens - Super Mario Odyssey (NSW) - The Consouls

Jazz is one of my favorite music genres, so naturally, The Consouls are pretty ace. Steam Gardens is a banger of a track. I definitely need to make a playlist of their music and include this cover. It matches the same energy of the original to a T.

Guardian: SHARK - Sonic Frontiers (Multi)

It is soooo hard not to post Sonic Frontiers music every week. Yet, I remain strong to keep these weekly posts from becoming too over saturated with this game's glorious soundtrack. This cool dance number comes with it's own mini boss fight.

Battle - FINAL FANTASY VI (SNES)

The first FF game that I ever played wound up becoming my favorite. Looking forward to (finally) playing the Pixel Remaster on Switch. The music for the Pixel Remasters is freaking incredible but I will always love FFVI's original SNES music. This is definitely in the top 5 for my favorite normal FF Battle themes.

Canyon Run - Hotshot Racing (Multi)

The year 2020 was a rough one. Hotshot Racing uses '90s style polygons as well as music that sounds like it came out of that era to take you back to the past, which was very welcoming considering how craptastic 2020 turned out. 

VGM Saturdays Vol. 2 Database

Friday, June 25, 2021

F-ZERO is Dead


I love F-ZERO. 

Back in the 16-bit days when I really wasn't into racing games, the first F-ZERO entry along with Super Mario Kart helped get me into the genre. Since then I've played more racing games than I ever imagined, including every game in the F-ZERO series that made it outside of Japan. 

F-ZERO is freaking awesome. The cars, the characters, the comic book aesthetic, the rock/metal music, the insane tracks, the sanity crushing difficulty. I love all of it. Or I guess I should say, I did.

F-ZERO being dead isn't a newsflash. The last entry to release outside of Japan was F-ZERO GP Legend on the GBA and that was way back in 2004. When a game hasn't had a new entry in almost twenty years, that is what you call a dead franchise.

Nintendo's futuristic racer has never had the numbers of Mario or the Legend of Zelda series and like any game company, Nintendo is in the business to make money, which is part of the reason we have not seen a new F-ZERO in almost two decades now. The other reason is that Nintendo is under the strong impression that they need to do something new with the to bring the series back. 

I'm all for innovation but new ideas or new ways to play a game don't always pay off. Star Fox Zero was the Star Fox series long awaited return and due to Nintendo's insistence on motion controls and dual screen play, it alienated a large enough portion of fans to once again ground Fox McCloud. I firmly believe Nintendo could bring F-ZERO back on the Switch, introducing the series to a whole new generation, but as long as they remain stuck on a "grand new idea," F-ZERO is pretty much retired.

Strange as it may sound, seeing Kazuya throw Captain Falcon into a volcano during his Super Smash Bros. Ultimate reveal trailer, while it stung, helped me better accept that F-ZERO is dead. I think most would agree that it was very much symbolic of F-ZERO's status with Nintendo right now.

Yeah, F-ZERO is "sleeping" alright. Sleeping eternally. 


Monday, June 29, 2020

VG Soundtrack of the Day 071: F-ZERO


The very first album featured in VG Soundtrack of the Day was an arranged album of music from this very game. I feel I would be remiss if I didn't get around to the original F-ZERO, so here we are. Much of F-ZERO's icon music tracks were birthed in this landmark title. Mute City, Big Blue, Port Town, Silence and one of my favorites but not as appreciated, Sand Ocean. Even by the SNES' exceptional sound capabilities, F-ZERO manages to pump out some amazing bass and blaring trumpets, set to some fast paced, exhilarating beats, making for thrill listen. What? You've heard of a thrill rides? This is a thrill listen.



VG Soundtrack of the Day Database

Sunday, March 29, 2020

VG Soundtrack of the Day 001: F-ZERO


The F-ZERO franchise has lain dormant for nearly two decades despite fan demand for it to return. Back in the day, it was perfectly normal for games that released in Japan to have a soundtrack release that usually contained the original audio and some arrangements along with them. Super Mario World and the Legend of Zelda: A Link to the Past, also early SNES games, received this treatment but F-ZERO did not, or at least not in the same way the two more established Nintendo IPs did. Instead, the futuristic racer got an album consisting of solely arrangements of the game's music simply titled F-ZERO. The original SNES audio is fantastic stuff but this F-ZERO album is certainly nothing to scoff at. This arrangement album is a heavily jazz themed, which may seem strange to those more familair with the series big emphasis on rock and metal, two genres the F-ZERO games fully embraced with the release of F-ZERO X on the N64. I firmly believe that this is one of those albums that you can enjoy even if you aren't familiar with the original tracks.

F-ZERO (YouTube)

VG Soundtrack of the Day Database

Saturday, May 12, 2018

Favorite Tunes #226: Mango

What does Street Fighter, Final Fantasy, Fantasy Zone and F-ZERO have to do with this week's Favorite Tunes? Yeah, that's a stupid question because I wasn't sure what to write for this week's intro. 

Omen - Final Fantasy VI (SNES)
Years ago, I relucantly rented Final Fantasy VI from Blockbuster Video (to give you an idea of how long ago that was) because they didn't have Mega Man 7 in. When I booted the game up and was greeted with this overwhelmingly powerful piece, I knew I was in for something special. This track  combines several themes into including FFVI poster girl, Terra.  

I think this is the third or fourth rendition of Guile's theme I've posted in Favorite Tunes. The Genesis sound chip does a good job of making the music sound a bit more like the CPS-I audio that the SFII was based off of, though Guile's theme does sound a key or two higher here. Still, this is a fine version of flat top's jam. 

Back in the early 1990s, the original F-ZERO was given a killer arranged album simply titled F-ZERO and like all the cool stuff, it was only released in Japan. While rock is heavily associated with F-ZERO music, this was a full blown jazz album.

How's the latest patch for this game treating you all? Maybe that's a question I shouldn't ask. Well, we've finally got a theme from DBFZ that isn't a character theme or a level track. Main Menu themes really don't get enough love. 

This Mega Drive version of Fantasy Zone was unavailable to gamers in the west until it was released on the Wii's Virtual Console. The soundtrack was not done by Hiroshi Kawaguchi, but rather Naoki Kodaka who turned in some really good Fantasy Zone tracks.  

Since we've reached the end of another Favorite Tunes, let's close it out with a staff roll song. Like the Tekken series, when the EX titles came home, they recieved a few extras not found in the arcade versions such as more modes and of course, remixed music. When it came to the original EX, the PS arranged tunes were vastly superior to the arcade tracks. However, the arcade tunes of EX2 are so good that they rival that of the arranged tracks. 

Wednesday, January 17, 2018

F-ZERO: Boost Power!


If ever there was a franchise that was in serious need of love, it is Nintendo's futuristic, anti-gravity racer, F-ZERO. There has't been a new F-ZERO game in well over a decade and while I feel that there is no better time for the series to make its comeback with the Switch being a huge success, we'll just have to wait and see if Nintendo brings it out of retirement or not. F-ZERO being gone thankfully hasn't stopped fans from appreciating the series. Take for example, one of my favorite bands, the Pixel Mixers. They've crafted a wonderful tribute album in the form of F-ZERO: Boost Power.

There are only a handful of F-ZERO games and Boost Power! covers four of them. Represented in this album is F-ZERO (SNES), F-ZERO X (N64), F-ZERO: Maximum Velocity (GBA), and F-ZERO GX (GCN). One might expect for rock to be the dominate genre on this album. Rock was certainly present in the original F-ZERO and F-ZERO X fully embraced that style of music along with heavy metal. F-ZERO GX was loaded with it as well along with a dose of electronica. Even the final GBA entry to be released outside of Japan, F-ZERO: GP Legend was bursting with sweet MIDI rock. Rock is certainly present in Boost Power! but there's a surprising amount of variety here.

The Mute City arrangement is an 8-bit chiptune medley that also covers the original F-ZERO's Fire Field theme. They've transformed White Field into a smooth, jazzy, lounge piece. Dream Chaser consists heavily of Genesis synth, something I actually didn't take notice of until my second time listening to this album. Dream Chaser's signature guitar riffs sound really good in this format. Big Blue is some good old fashioned hard rock, though it sounds like they went with the F-ZERO X version of the song, but according to the MP3 files, it is an arrangement from the original F-ZERO. Just something I thought I'd mention. Regardless, the Big Blue cover is another outstanding track.

Some unusual suspects, or rather, less appreciated tracks have also been arranged in Boost Power! I would have killed for the Pixel Mixers to do an Empyrean Colony cover but I'm just happy they arranged Maximum Velocity's awesome Title Theme and that Synobazz remix isn't bad at all. The Ending Theme from the original F-ZERO is a fine way to close out this amazing album.



My only real gripe with F-ZERO: Boost Power! is the album length. There are only 12 tracks here, clocking in for a total of 35 minutes and eleven seconds. However, the quality of this album is undeniably strong. There isn't a single track on here that I dislike. The fact that it is little over a half hour long makes it great for easy, repeated listening. If you're a fan of F-ZERO, game music and need some new beats to jam out to, you cannot go wrong with F-ZERO: Boost Power! This freebie joins the ranks of F-ZERO X-Style Arrangements as one of the best F-ZERO arranged albums. I do hope the Pixel Mixers return to F-ZERO music again some day.

F-ZERO: Boost Power

Friday, January 5, 2018

Remix of the Week: Mute City (F-ZERO)

I've heard many a Mute City cover throughout the years. I gotta say, Nestalgica's metal cover is pretty dang awesome. Bonus points for covering that sick SNES Mute City opening as I have always loved that.


Thursday, January 4, 2018

Now is the Perfect time for F-ZERO to Return

Art by AzureBladeXIII
Thirteen long years. That's how much time has passed since the last F-ZERO game was released on a home console. Its been twelve years since the last portable F-ZERO entry. Since the release of F-ZERO GX and F-ZERO: GP Legend, Nintendo's futuristic racing series has been sidelined, stuck in whatever high tech garages they use in Mute City, waiting for the day it can finally rev up it's engines once again. Well, in my humble opinion, that time is now.

F-ZERO GX was the last time we saw a console release in the series and that
was way back in 2003.

Mario Kart 8 sold well on the Wii U, reaching over 8 million in a period of a little over three years. However, the upgraded Deluxe edition on the Switch has sold over 4 million units and the game hasn't even been out for a full year yet. Splatoon 2 is already shaping up to outsell the original game with over 3 million and like Mario Kart 8 Deluxe, a year hasn't even passed since it released. People that missed out on Mario Kart 8 and Splatoon on the Wii U were probably experiencing these titles for the first time and existing fans also helped move sales. Let's not forget that ARMS, a brand new Nintendo IP, managed to to sell more than 1 million copies in June, the very month that it was released. For a new IP, that is highly impressive.

What I'm getting at is that the Switch is yet another Nintendo system that prints money. It also helps that Nintendo's ads are seriously on point. Switch ads are short, simple and to the point, showing off the system as a home console and a handheld and with more than 10 million Switch units sold, people are loving what Nintendo is selling. Combine the Switch with Nintendo's killer ads and there is no better time for Captain Falcon and the gang to return in their home franchise.

I can already hear some of you saying that we've got Shin'en Multimedia's FAST RACING series, which has similarities to F-ZERO. Both are insanely fast, futuristic racers. Heck, FAST RACING NEO and FAST RACING RMX  have the very same announcer from F-ZERO GX. I've heard some people say NEO and RMX are "basically F-ZERO". Similar as these two franchises may be, they are still different animals.

The FAST games let you change phases to get boosts when passing over the appropriate color. F-ZERO lets you boost whenever you please after completing the first lap at the expense of machine energy. You can bump into your opponents in FAST and send them off course but there is little in the way for you to hurt the opposition. F-ZERO gives you two options for attacking other racing outright, spinning and side attacks. Another key difference between the two series, and this is a big one, is characters. F-ZERO has Captain Falcon, Samurai Goroh, Pico, Dr. Stewart, Blood Falcon, Black Shadow and a host of other crazy comic book inspired fellows. Characters are one of the main reasons Nintendo's games are so universally loved. You could make the argument that they may not be as developed as lots of other story driven games, but Mario is loved by many despite Luigi having far more depth to him than his older brother (who also happens to be adored by throngs of fans). In contrast, the FAST games have no characters to speak of.

By no means am I trying to cite the FAST series as a lesser franchise by saying all of these things. I'm merely pointing out the differences between two similar games. The FAST games are highly enjoyable with a lot to offer and I'm glad they have a home on Nintendo systems. Having said that, the FAST games are not F-ZERO and in spite of those similarities, it never will be.

FAST RMX is great, but F-ZERO it ain't. 
Perhaps the biggest obstacle standing in the way of F-ZERO's return is Nintendo itself, or to be more precise, the the man who had a major hand in creating the series, Shigeru Miyamoto. The man has made it clear that he does not simply want to release another F-ZERO game. I'm all for innovation but not every game needs to reinvent the wheel. A new way to play has hardly stopped the company from releasing new entries in the New Super Mario Bros. series, one that is heavily criticized for being too samey. The Mario Kart franchise, while outstanding has hardly had much in the way of mind blowing ideas in years. Hasn't stopped Nintendo from cranking them out. Miyamoto is a genius but genius doesn't make you right all the time. That he can't understand why fans want F-ZERO to return is very puzzling to me.

Metroid made a comeback without doing anything radically different from what we saw from the games before. Why does F-ZERO have to do something bold or new to warrant a return? If Nintendo is unsure of making a new F-ZERO, they could outsource it to another developer, F-ZERO GX, what many to consider to be the best of the series was developed by Amusement Visions, one of SEGA's now defunct second parties. If any company should be tasked with handling Nintendo's anti-gravity racer, it should be none other than Shin'en Multimedia. They have more than proved themselves worthy of making a competent, blistering speed racer. With the Switch being a runaway success, Nintendo has nothing to lose and everything to gain from bringing F-ZERO out of its long retirement.

Saturday, October 21, 2017

Favorite Tunes #200: Towards Another 200

Well, here we are, Favorite Tunes numero 200. Back when I was still trying to decided the direction I wanted my blog to take, I think I always knew in the back of my mind that video game music would play a large part in it. Heck, the name of my blog comes from a self compiled compilation album that I never got around to putting together. My love for video game music and video games in general is why I continue to do this. Originally, Favorite Tunes would consist of ten tracks per post to make things easier on myself, I trimmed it down to six. For special occasions like this one, however, I crank the number back up to what it was originally. So here are 10, count 'em 10 video game jams that range all across the board.

Undertale - Undertale (PC, PS4)


Undertale is another example of a worthwhile Kickstarter. This RPG is loaded with characters that burst with personality and turned based battles that are really fun. The soundtrack is a mix of modern and chiptune music, the later which uses multiple sound fonts from games like Mega Man X and Final Fantasy VI. The game's main theme, Undertale, is arranged many times over throughout the game and it never gets old.

Threatin' Zepplin - Cuphead (PC, XBO)


For a mere $20, you can own one of the most gorgeous, punishing, boss filled, run & gun games on your PC or Xbox One. (I'm really hopping this baby comes to other consoles). Cuphead is a living cartoon with a fantastic old timey jazz soundtrack. Sonic Mania, you've got some competition  for game soundtrack of the year because I loooooove jazz.

Super Sonic - Sonic Mania (PS4, XBO, NS, PC)

Wallpaper by NuryRush
Speak of the devil. (Heh). I have played through Sonic Mania numerous times since it released. While it isn't my favorite Sonic game (Sonic 3 & Knuckles still holds that title), it is an superb effort and joins the ranks of one of my favorites. One of the issues for console versions of Sonic Mania was that it lacked a button for super form transformations. Depending on the character you are and where you're at, accidentally triggering your super form could get you killed. This, thankully is no longer an issue. As much as I love Sonic 3 & Knuckles, it sucks that the super music is nothing but the short looping invincibility music. Sonic Mania has a whaling guitar arrangement of the game's main theme that is so dang good that I don't mind it replacing the normal background music.

Rito Village (Day) - The Legend of Zelda: Breath of the Wild (Wii U, NS)


Music from Breath of the Wild has appeared many times in Favorite Tunes this year. The soundtrack may be more subdued compared to other games in the series but it still stands out in my mind. Players that arrived in Rito Village were met with a wave of nostalgia rushing over theme. The theme for Rito Village an arrangement of Dragon Roost Island from Wind Waker, a big fan favorite theme. The Night variation is cool but for me, make mine all Day every day.

Moon Song - Cave Story (NS)


The Switch version of Cave Story is the latest release in the game's 13 year history. It comes with all the features from Cave Story+ and a new arranged soundtrack by RushJet1, which is pretty rad, I must say. Moon Song is sad, yet beautifully soothing song that plays as you make you way up the Outer Wall, making it an area in the game you won't forget.

Mission 2 (Cilius Moon Weapon Factory) - Sol-Deace (GEN)


Released on other platforms such as the Sharp X68000 and the Sega CD under the original title Sol-Feace, the Genesis version was the first time I'd ever heard of this game. I saw a complete copy and the box art intrigued me. Without knowing anything about the game, I picked it up and was pleasantly surprised. It wasn't anything ground breaking, but I was just glad I didn't walk out with a turd. What might surprise you if you've never heard of this game is that the soundtrack is done by the man that is mainly known for his work on Bandai Namco's Tales series, Motoi Sakuraba. Even on the Genesis version of this game's score is freaking awesome.

Daddy Mulk (Stage 1, 6) - The Ninja Warriors (ARC)


Fed up with the awful state the president has put the world in, Mulk builds to android ninjas and sends them out to end his existence. For years, the best version of the original Ninja Warriors was the Sega CD version, which was not only on a platform that not many owned, but this version also stayed in Japan. Hamster recently released The Ninja Warriors under the Arcade Archives line, which perfectly recaptures the original game's three screen format. If you want to play this game without coughing up a huge chunk of change for arcade cabinet or resorting to MAME, $7.99 on the PSN store can't be beat. Daddy Mulk is still one of the best first level songs, like, ever.

Step Into It! - Strider Hiryu (ARC)


He may be one of the many inaccurate representations of a Ninja, but Strider is still freaking cool. That sick scarf, that awesome blade and that astoundingly good stage one theme! Cows that are holy, it is SO good! CPS I soundtracks may sound a bit rough compared to CPS II soundtracks but Capcom's sound team was well versed in composing memorable scores. When one thinks of Strider, this is the theme that comes to mind.

Mute City - F-ZERO (Arranged album version)


You remember F-ZERO, don't you? It's that killer futuristic racing series that Nintendo refuses to bring back because Shigeru Miyamoto can't think of a new way for us to control Captain Falcon and company's racing machines. This particular arrangement of Mute City comes from a very old album titled, F-ZERO, a soundtrack that was released only in Japan with jazzy arrangements of all of the track themes. If you ever wanted proof that the Land of the Rising Sun gets all the cool stuff, well, here ya go.

Tea With Ellie - For Cyan City Act 1 - Sonic After the Sequel (PC)


If you have not played Sonic After the Sequel, well, first play Sonic Before the Sequel, then play After the Sequel. These are both excellent fan games with amazing soundtracks on par with official Sonic titles. This past August a DX version for After the Sequel was released with some improvements among them being the Drop Dash that was used in Sonic Mania. Falk was one of the composers for both Before and After the Sequel and I'd love to see him compose some tunes for an official Sonic game someday. This track in particular is one that I listen to on repeat. I love how the second loop of this song mixes things up a bit.

Favorite Tunes Database

Saturday, February 25, 2017

Favorite Tunes #176: We're Back

If you were curious as to why there was no activity on the blog all of last week, it was due to work becoming all too consuming. It isn't often I work for eight straight days and I can assure you, that is never going to happen again. Blog posts have resumed, which means Favorite Tunes has returned as well.

Tribunal for the Devil - Yakuza 0 (PS4)


When I picked up my PS4, Yakuza 0 was one of the games I purchased along with it and it is actually my entry into the Yakuza series. I greatly enjoy the different styles of combat and there is just something about slamming a punk's head against a wall or showing him the heels of your kicks up close that is ultra satisfying. When you've got music like this playing, it's even better.

DUEL!! - Final Fantasy Brave Exvius (Mobile)


If the mainline Final Fantasy titles on mobile platforms seem a bit too pricey for you ($21.99 for Final Fantasy IX? No, thank you) the free games really aren't shabby. Final Fantasy: Brave Exvius took me by surprise with it's detailed sprites, humours interactions between the two main characters and the ability to fight alongside mainline Final Fantasy cast members. The soundtrack is also quite good. The main battle theme, Duel!!, always gets me pumped.

Tassel Town - Shantae: Half-Genie Hero (PS4, Wii U, PSV)



Shantae: Half-Genie Hero came out at the very end of the year and ended up becoming one of my favorite titles of 2016. Sure, that $30 price tag was awfully nice, but even better was the retro inspired gameplay and Shantae's various forms she could take to unearth hidden items and advance through levels. This funky beat made my numerous trips to Tassel Town very enjoyable.

Car Select - F-ZERO X (N64)


The second entry in the F-ZERO series, X was a considerable leap. The third dimension allowed for half-pipes, corkscrews, and even bigger air to be caught from jumps. F-ZERO X also upped the playable machine count from four to thirty. Said machines could be customized from color to speed and acceleration. All this and a spiffy musical track to go along with your car options.

Evil Clones Theme - Super Dodge Ball (NES)


Along with River City Ransom, Super Dodge Ball is the other beloved NES game in the long running  Kunio series to be released in America. A port of the arcade version, the NES version is unfortunately plagued by slowdown, but this didn't stop it from being a fan favorite, The soundtrack is full of catchy, memorable themes. The intro to this theme is freaking sick.

Magical Snow Day - Sonic Runners (Mobile)


Tomoya Ohtani has become one of my favorite people to write music for the Sonic series. A regular on the console Sonic efforts, the man gave it 110% when writing the music for Sonic Runners, the now defunct mobile Sonic game, with compositions on par with the music from a console Sonic entry.

Favorite Tunes Database

Saturday, February 11, 2017

Favorite Tunes #175: Flashback

You know those annoying anime episodes that recap the events of past episodes? Yeah, I'm not a big fan of them either. And yet, here I am, doing a Favorite Tunes that features music from past Favorite Tunes. It can be difficult to keep track of all the songs I've listed over the years and I've always wanted to give songs I've mentioned in the past even more recognition. With that said, this probably won't be the last time old favorites get used again but it will be done sparingly.

Battle Scene - Final Fantasy (NES)


The very first Final Fantasy battle theme. Battle Scene's first six seconds would go on to get reused in the next five Final Fantasy entries and return in Final Fantasy IX. Of course there's more to Battle Scene than those first few seconds. The song paints such a perfect picture of battle that even if someone heard it without context, I think the intent of the song would be quite clear. Even on the old NES hardware, Nobuo Uematsu crafted an intense battle theme and it is still one of my favorite battle tracks he's ever written.

Gusty Garden Galaxy - Super Mario Galaxy (Wii)


Mario's seventh generation console debut game did not disappoint, treating gamers to an out of this world experience. Who would have thought running around planets no bigger than a house could be so much fun. Sure, Spring Mario is a sucky power-up that needs to die in a fire, but Super Mario's pros far outweigh the cons. The orchestral score is certainly one of the game's biggest pros.

The Shinobi - The Revenge of Shinobi (GEN)


One cannot discuss great Genesis soundtracks and not mention Yuzo Koshiro's fantastic Revenge of Shinobi score. The Shinobi makes you feel like a badawesome ninja beginning his mission by infiltrating the enemy base, killing in stealth when needed.

The Road (Theme of Ryu) - Street Fighter Alpa 3 (Multi)


Ryu's Street Fighter II theme is so iconic that if often gets remixed in other Street Fighter and crossover games. I love his stage theme, but I was happy to see the composers of Street Fighter Alpha 3 break away from it and try something new. The result is The Road, a high energy theme that reflects Ryu's endless drive to improve himself through battle.

Eight Guitars (Sand Ocean) -F-ZERO GX (GCN)


Insert comments about how much one misses F-ZERO and how we need another entry here. In all seriousness, I'd love for Nintendo to just give us another F-ZERO. Even if it is a ball buster like the last console entry, F-ZERO GX, I'd be fine with that. Sure, GX was merciless, but it was a darn good racer to boot. I'm saddened that Eight Guitars, easily one of my top favorite tracks from GX, didn't make the music cut in Super Smash Bros. Brawl or the Smash on Wii U.

Rasdan - Threads of Fate (PS)


Released during a time where Square was more willing to take risks, Threads of Fate was allowed players to choose between Rue and Mint, each with their own story. The soundtrack was scored my Junya Nakano, who wrote Final Fantasy X's more atmospheric tracks. His work on Threads of Fare is still some of his best with Rasdan easily being my top pick from that score.

Favorite Tunes Database

Friday, November 4, 2016

S3: Sensational SNES Soundtracks Part 1

The Super Nintendo is widely reguarded as Nintendo's best console and arguably the greatest console of all time. It's an outstanding game machine with a hefty amount of games, visuals that still hold up well today and much of the music in SNES games is nothing short of amazing. SNES music is what we're here to discuss in S3, highlighting some of my favorite SNES soundtracks.

01. F-ZERO
Composers: Yumiko Kanki, Naoto Ishida

When you launch a new console, it really is a good idea to showcase what the new hardware is capable of. The tech under the SNES hood allowed for some spectacular Mode-7 scrolling visuals. Pilotwings, one of the launch titles for Nintendo's 16-bit baby was big on Mode-7 but it took things a bit slow. Nothing wrong with that. But if you wanted Mode-7 with some serious kick, F-ZERO was where it was at. The speed you could reach in this game was, at the time, mind blowing. Not only was it fast, it looked good, futuristic (a given with the time period the game was set in) and it sounded superb. Still does. F-ZERO's music has some of the strongest use of baselines and trumpets in any SNES game. These days the F-ZERO games are known for their abundance of rock music and while you can certainly hear some rock in F-ZERO on the SNES, you might find this soundtrack on the quiet side compared to F-ZERO X, F-ZERO GX and everything else that followed this one. Those aforementioned trumpets and baselines are heavily dominant in this soundtrack and after being exposed to them, you'll be begging for more.

Mute City
Big Blue
Sand Ocean
Port Town
Fire Field
Silence

02. The Magical Quest Staring Mickey Mouse
Comopser: Mari Yamaguchi

Emperor Pete is up to no good. He's kidnapped Mickey's pal, Pluto. Well, golly, that's not swell at all. I know a lot of people think of the Genesis when it comes to 16-bit Mickey Mouse adventures, but Capcom's The Magical Quest is what comes to my mind. With the various costumes Mickey wears, this game has a very classic Mickey vibe going on. Mari's work includes, Mega Man 5, Super Ghouls 'n Ghosts and the SNES conversion of U.N. Squadron. The similarities between the music in this game and Super Ghouls 'n Ghosts are very noticeable. There's lots of brass and tons upon tons of wood wind intruments used throughout this soundtrack and it sounds so dang good. I just love the sound font Capcom used to make flutes and tubas on the SNES. They make for some excellent tension. Some of the music in The Magical Quest is just begging for live orchestral arrangements especially Dark Forest and Fire Grotto.

Treetops
Dark Forest
Fire Grotto
Pete's Peak
Boss 2
Pete's Castle

03. Mega Man X
Composers: Setsuo Yamamoto, Yuki Iwai, Makoto Tomozawa
Yuko Takehara, Toshihiko Horriyama

Fans anxiously awaited Mega Man to hit Nintendo's 16-bit system. By the time Mega Man arrived on the SNES, the console had been on the market for more than two years. And when he did come, he was not the Blue Bomber we were expecting. In fact, he was a whole new Mega Man in more ways than one. Mega Man X was a totally different beast from his 8-bit counter part. He was taller, a lot more powerful and edgier. Folks tend to freak out when a series dips into that last one, but Mega Man X came along at just the right time. While the classic games weren't getting bad by any means, after five games, things were begining to get stagnent. Mega Man X was a much needed shake up and the truth is, lots of spin-off titles wish the could make such a strong showing as X. The tone of Mega Man X's music is set from the intro stage. X is going to rock your ears and your socks right off. From those killer drum rolls in Spark Mandrill's theme to those sick electric guitar riffs in Flame Mammoth and Armored Armadillio's stage, this game's soundtrack has something for every fan of 16-bit rock or just rock music in general.

Opening Stage
Storm Eagle Stage
Flame Mammoth Stage
Spark Mandrill Stage
Armored Armadillo Stage
Sigma Stage 1

04. Super Castlevania IV
Composers: Masanori Adachi, Taro Kudou

Plenty of games that made the jump from the NES to the SNES benefited a great deal and Castlevania was no exception. As much as I enjoy the NES Castlevania games, I was not sad to see the stiff movements on those games get the axe in Super Castlevania IV. Simon isn't super mobile, but you could influence the direction of his jump a bit and multi directional whipping is the best. That SNES sound chip did a wealth of good for Super Castlevania IV because this game has one of the best freaking soundtracks of the series and for a franchise with such highly touted music, that's saying a lot. True, the music has a dreary feel to it as it should, but it also sounds highly atmospheric. There's even some jazz in there with The Submerged City (3-3) that has a super sexy baseline. This game gave us the iconic Theme of Simon (take that, Richter!) which has a chilling organ start up and I've always loved the uneasy vibe that Clockwork Mansion (4-1) gives off. Super Castlevania IV also has what is without question the best version of Bloody Tears, the second most memorable Castlevania tune, right behind Vampire Killer, which is also in this game. But real talk? Bloody Tears in this game crushes Vampire Killer. Still a good beat, though.

Theme of Simon
The Cave (3-1)
The Submerged City (3-3)
Clockwork Mansion (4-1)
Bloody Tears (A-1)
Vampire Killer (B-1)

05. Final Fantasy IV
Composer: Nobuo Uematsu

Originally released in America as Final Fantasy II at a time when RPGs were a niche genre in the west and it was actually the second title in the series to hit our shores, the number nonsense with the Final Fantasy series has since been sorted out and RPGs are big business over here now. After composing soundtracks for three Final Fantasy titles on the NES, I can only imagine Nobuo Uematsu's excitement to write a score on the SNES sound chip. The Prelude theme sounds richer than ever and this is the game that added more to the theme with some impressive flute work. It wouldn't be a Final Fantasy without a main theme but for the first time, the series introduced a reoccurring main theme in Final Fantasy IV that could be heard in numerous tracks. Of course my favorite version of it is the default Main Theme that plays on the world map as it sounds so freaking lovely. The game has a number of different themes for dungeons but if I had to pick a favorite from the bunch, my vote goes for Within the Giant. It is such an encouraging, uplifting song and it even plays as you get closer to the final boss. Speaking of which, the game is packing one epic final fight track. Yes, the word epic is overused in gaming related discussions but I really can't think of any other way to describe it. I feel like I've commited a crime by only linking to six songs from Final Fantasy IV because I really haven't scratched the surface of the game's soundtrack. With tracks ranging from beautiful, melancholy and upbeat, there's a song for every occasion and I still say this is some of Uematsu's best work on the Final Fantasy franchise.

Prelude
Main Theme
Troian Beauty
The Dreadful Fight
Within the Giant
Final Battle

06. Super Adventure Island 
Composer: Yuzo Koshiro

A platformer with girl trouble. That's original. Well, at least she wasn't kidnapped in this game. She was turned to stone. OK, so that isn't much better. If Super Adventure Island is your first entry in the series, I feel kinda bad for you because it really isn't the best place to start. Even if you're looking for a challenge, Super Adventure Island is unfairly cruel with it's level design, cheap hits the enemy can get on you and limited continues. The reason I'm glad I came across this game as a kid was the incredible soundtrack. Super Adventure Island's music screams early 1990s. It has voice samples that are instantly recognizable in a few of the tracks and much of the music has an overall jovial mood. Blue Blue Moon is a super soothing jazz beat and one of my earliest exposures to jazz in video games. Given that the game's score was written by Yuzo Koshiro, who was heavily influenced by western music, it comes as not surprise that Super Adventure Island's soundtrack turned out the way it did.

Follow Wind
The Island of Everlasting Summer
Hot Step and Jazzy Beats
Blue Blue Moon
Hot Reception 
Jungle Chase

Friday, April 22, 2016

Top 5: Nintendo Franchises That Need a Revival

Star Fox Zero releases at long last today. For the three of you that weren't aware that Nintendo's long dormant shooter series once again takes flight, well, I'm happy to make you a bit wider with that news. But seriously, Star Fox coming back is freaking huge. It was a Nintendo franchise many were championing to return. Nintendo has a plethora of other franchises that I'd like to see revived and if I had to select five to come back, these are the ones I'd choose.

5. Ice Climber



Had it not been for their inclusion in Super Smash Bros. Melee and Brawl, most people probably wouldn't be aware of who Popo and Nana are. The duo have one stand alone game under their belts
with an objective of scaling 32 mountain peaks to reclaim your stolen eggplants. Sounds simple enough but the trek was treacherous with everything from slip sliding ice physics to shade wearing polar bears standing in your way. Don't even get me started on Popo and Nana's weird arc jumps. Even so, I think Ice Climber could do quite well brought back in today's gaming world. Keep the basic premise of climbing a mountain to reach the end of a level in tact along with familiar and new foes. A new Ice Climber would make for a sweet co-op experience and the allowing players to make their own levels really opens up the possibilities for endless frozen fun.

4. Excite Series



Or Excitetruck, Excitebots, whatever. Put the word "Excite" in front of a noun and you've immediately got my attention. The last game in the Excite line, Excitebots Trick Racing was sent out to die when Nintendo didn't even bother to advertise the game. To make matters worse, the game never saw a release outside of America. No surprise, the Excite franchise has been left to collect dust ever since. Nintendo can use cars, scooters, unicycles and I'll be perfectly OK with any of them. Just as long as the Excite games come back and we can create courses, I'll be very excited about that.

3. Custom Robo



Spoiler alert, I love robots. Some of my favorite characters in various mediums are made of metal and are all the cooler for it. The first game to be released outside of Japan in the Custom Robo series was the GCN's Custom Robo Battle Revolution and it was simply titled Custom Robo. It was my first time playing the game and while the story was nothing to get jazzed about, I really liked the aspect of combining different parts to make your own robo and send it in to battle where you'll hopefully slaughter the opposition. Fighting in robos is cool. Fighting in customizable robos? Even cooler. The last game to give the series any buzz was the DS Custom Robo Arena, which was released back in 2006. We are in serious need of customizable destruction.

2. Balloon Fight



"Balloon" might sound like the most sissy thing to put in front of "Fight" but believe me; Balloon Fight is anything but. In the first Balloon Fight, you take control of an unnamed balloon fighter and clear stages by popping the balloons of the enemies. You can stay afloat with one balloon but you'll find that its a but more difficult to do so. You could take on the main game alone or with a friend, but having a buddy in the mix does mean you'll have to avoid collide with each other. Balloon Trip was a fun little mode where you fly through a sea of sky hazards, going for the top score. The follow game, Balloon Kid, kept much from the original game but still did quite a bit to change things up. The side scrolling levels were different from what you'd find in Balloon Fight and there were even bosses, something the first game didn't even have. Like Ice Climber, Balloon Fight really lends itself as an arcade style game and it baffles me why Nintendo has just sat on their hands with this series. No those Balloon Fight games with Tingle don't count. Balloon Fight is still one of my favorite NES games to go back to and I'd love to see it get a new lease on life.

1. F-ZERO



Man, do I miss me some F-ZERO! The comic book style characters in all their cheesy glory and the futuristic setting. We have gone more than ten years without an F-ZERO game on both Nintendo consoles and handhelds. I need my insane speed fix! I want to zip around Mute City, Port Town, Red Canyon, Silence and other F-ZERO locals in glorious HD. The reason we haven't seen Captain Falcon, Pico and the rest of the gang in action? Shigeru Miyamoto doesn't want to make just another F-ZERO game. That hasn't stopped Nintendo from releasing New Super Mario Bros. titles and those are some of those most samey titles out there. Look, I don't care about some new way to race around the track. Give me uncomprehendable speeds, sick rock music and challenging course layouts and I'm good to go.

Tuesday, February 23, 2016

That One Level Part 4

You're trucking along in a game just fine and then, IT happens. What is IT, you ask? Why, it's the level that trips you up over and over again and makes you wanna crack your controller in two. The level may not be awful. Sometimes it's just a few enemies types or hurdles that make it a chore to play. Other times, the level may just be poorly designed or highly unbalanced. TV Tropes likes to call these areas That One Level because despite all the colors these levels may or may not have, the stage has you seeing only one color: red.

Aztec Complex - GoldenEye 007 (N64)



I have so many fond memories of Playing GoldenEye 007 both with friends and solo. This was the first FPS I really sank my teeth into. The single player mode had a hefty amount of missions and even thew in some bonus stages for anyone who's itchy trigger finger required more scratching. Why, oh WHY did the first extra mission, the Aztec Complex, have to be such a ball buster?

The Aztec Complex mission can only be completed by launching the shuttle. Huh. Well that doesn't sound so hard, now does it? The term "Easier said than done" has never been applied to anything more greatly than it does this mission. Aztec Complex is crawling with guards and unlike so many of the jobbers you've encountered in the previous missions, these guys did not attend the same gun school of Storm Troopers. Not only do they have exceptionally good marksmanship, they also pack heavy duty fire power. If you're lucky, most of the guards you go up against will be packing body armor draining AR33 Assault Rifles with zoom capabilities that are great for picking you off from a distance or Moonraker Lasers that have god-like accuracy, an insanely high rate of fire and unlimited ammo. If you're unlucky, you'll run into a guard armed with two of these Moonraker Lasers with you in his cross hairs. Don't even think about retreating to the vents because the Moonraker Laser can punch right through them. Are things feeling hopeless yet? Survive long enough against these gun bruisers and you'll get some new toys to play around with, increasing your odds of meeting your mission objective. But not by much.



So how do you go about completing the mission objective that is launching the shuttle? Why, simply kill Jaws, of course! Jaws is a effing tank, taking far more hits to bring down than any other normal enemy in the game. He also packs two Assault Riffles and he's quite skilled with them. Jaws really knows how to take a hit and while you may be thinking that a head shot will bring him down quickly, think again because he's well protected upstairs too, taking an insane amount of head shots to kill him.

On the very off chance that you kill jaws? Hold off on the huzzahs, fist pumps and victory dances because you aren't done yet, son. But you beat Jaws, ergo you've won, right? In a mission that had any type of balance associated with it, this would be the case but Aztec Complex kicked balance to the curve the second you set foot inside the joint. Your reward for killing Jaws is a blaring alarm that alerts the guards to your current location. You do remember the guards in this level, don't you? They carry those oh so wonderful OP Assault Rifles and Moonraker Lasers that you love being shot with so much. And since you probably won't have much health left after your shootout with Jaws, you will more than likely be turned into Swiss cheese in seconds. Even on the easiest difficulty setting, the Aztec Complex is bull bull.

Blood Stained Sanctuary - Cave Story (Multi)


Cave Story is, for the most part, an easy game. There are a few locations that might trouble you here and there, but even the occasional tough boss, tricky area is manageable. At least until you go for the game's best ending, which requires you conquer the Blood Stained Sanctuary or the Sacred Grounds as it is known in some translations. I've been playing video games for most of my life. I've played games that gradually raised the challenge level, games that started off hard as well as being easy and then turning tough at the final hour. That being said, Cave Story's final area has one of the most obnoxious difficulty spikes in a video game that I have ever seen.

Blood Stained Sanctuary is divided into three rooms, each more massive than the previous one. In all three rooms you are bombarded with non stop threats. You've got insta-kill spikes, Butes that can attack on the ground or in the air with swords or arrows, Mesa's large angel-like creatures that hurl blocks at you and falling blocks to contend with while the aforementioned enemies swarm you. Health power ups are not plentiful in the Sacred Grounds so you need to take care to sustain as little damage as you possibly can. On top of all the never ending enemies, you have to face five, count 'em, five bosses, with no check points. Fending off the Butes and Mesas is feat in and off itself but having to deal with them and boss after boss after boss with no check points? Final missions are supposed to be hard, yeah, but this is just overkill.



There's actually a sign at the beginning of the Blood Stained Sanctuary that reads "Welcome to Hell!" That sign is not blowing smoke. The Sacred Grounds is Hell both literally and figuratively.



Tubular - Super Mario World (SNES, GBA)



The tradition of painfully hard bonus Mario levels was introduced as early as Super Mario Bros: The Lost Levels, a game that was already packing an astronomically high difficulty. So if you wanted to see how much curler that game could get, there were 5 bonus worlds waiting on you if you beat the game eight times. Super Mario World saw a return of bonus stages and while you didn't have to do anything crazy to unearth these levels, the game's surfer slang named stages are among the game's most punishing and they don't get any worse than Tubular.

Tubular is the second Special World stage of Super Mario World and the length of it is thankfully brief, which is the only good thing to be said about this level. You can forget about using the Cape Feather exploit you've grown so fond of because Tubular is full of bottomless pits. This is one stage that, outside of the beginning, gives you nowhere to stand.

There are only two ways to get through Tubular. One is using the P-Balloons to keep yourself a afloat, evading the gauntlet of enemies, which includes Volcano Lotuses, Koopa Para Troopas and those freaking Chargin' Chucks. You flirt with death throughout the entire stage and you have to put yourself at even greater risk when going for the second P-Balloon, because one isn't enough to carry you through the whole level. If Mario takes a hit as Balloon Mario, he deflates and you fall to your death. Sure, you can come into Tubular with some power-ups to give you an extra hit or two but coming in here as Super Mario just paints a bigger target on Mario's head.

Your second option to pass Tubular is bringing a Blue Yoshi and having him eat one of the Koopa Para Troopas to fly through the level. This is arguably the harder method since you're a much bigger target and one hit sends Yoshi and Mario too their doom. Tubular is often considered the hardest level of Super Mario World. During my first run through the Special World levels of this game as a kid, I spent more time trying to clear Tubular than any other level in the game. Oh and FYI, all of the Special World levels have no check points.

Chapter 6: Black Shadow's Trap - F-ZERO GX (GCN)



F-ZERO games are a lot like Mega Man games. Despite being different genres, its pretty much a given that both are going to kick you in the butt pretty hard. F-ZERO GX, developed by the now defunct Amusement Vision is no exception. While all the previous F-ZERO games may have cranked things up to eleven, GX raises the number far beyond that.

In addition to the always standard Gran Prix mode, GX introduces Story mode, which takes you through the trials and tribulations of the blue clad Captain Falcon. Story mode is broken up into chapters and these can range from the it's-so-easy-you-can't fail Chapter 1 to the 180 Chapter 2 that is racing rival Samurai Goroh through the rock tumbling Red Canyon, a chapter so difficult that some players have never even cleared it. Someone on the development team had to be thinking "Yeah, Chapter 2 will make players cry, but we reaaaaalllly gotta make them suffer." If by the grace of God you managed to clear Chapter 5, the has a very unpleasant surprise in store for you.

In Chapter 6, Captain Falcon is taken by surprise by the sinister duo of Blood Falcon and Black Shadow. Bound and tossed into his Blue Falcon racing machine, Blood Falcon straps a speed sensitive bomb on Captain Falcon's ride. If it dips under 700 kph, everyone's favorite Falcon Punch thrower will go down in a fiery blaze of not glory. "So," you're probably thinking "It's like the movie Speed, right?" Yeah, the premise of this trap mirrors the plot of Speed, but take a look at the map in the right hand corner of the screen shot above. The bus in Speed never had to floor it on roads that looked like that. Oh, but it isn't just the sharp turns and curves that'll make you sweat. There's also dirt patches that slow you down and other cars on the road that drive at a snail's pace that you have to avoid collisions with. For anyone that hasn't perfected F-ZERO GX's controls (which is more than half the people that have played this game) it is very easy to bang the Blue Falcon up against those sharp turns, play pinball with you as the ball and blow yourself up.

Mecha No Mistake - Rayman Origins (Multi)



Ah, Rayman Origins, such a splendid platformer with a cartoonish, yet gorgeous art style. With Michel Ancel back at the helm, the Rayman platform series was brought back with a vengeance. I've been a fan of the Rayman series since the original game but Rayman Origins was the first game in the franchise that I actually finished. I don't say that because Origins was easy. Quite the opposite really.

Rayman Origins has no lives, giving you unlimited attempts at any stage. That may seem like the game is being merciful but the game is only doing this because its going to show you unfathomable amounts of cruelty.You know a game isn't going to fool around when it tells the lives system that most platform games adhere to that it can go screw itself. Rayman Origins' brutality doesn't just come from the bonus Land of of Livid Dead or Tricky Treasure stages. Some of the stages that make you rock back and forth in a fetal position in a corner are mandatory, like the late game Mecha No Mistake.



Mecha No Mistake is an industrial level, but it doesn't just have crushers, buzz saws and spinning gears for the sake of having metal cosmetics. In this level, you are constantly in the thick of these obstacles and it seems like the stages is always coming up with new ways to throw this stuff at you. You'll have to run under crushers, dash past spinning buzz saws, wall jump on crushers while trying not to get cut up by the buzz saws. There's also the platforms that can only be jumped on when they light up and in some instances, you'll have to wall jump off of these. One of the biggest hurdles of Mecha No Mistake is the numerous crushers, coming in all sorts of sides. You're probably thinking it best to just floor it past these things but if you go too fast, you can accidentally get caught behind a crusher and when it pushes back into the wall, you'll die instantly. Mecha No Mistake is an industrial nightmare for solo players and just a tiny bit less stressful with friends but since Rayman Origins thrives on New Super Mario Bros. multiplayer shenanigans, there will be plenty of death and frustration to go around.